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flattspott
First off, the text that is in the editboxes and for that label (the one that says Static Text randomly change colors everytime the dialog is started, black and white aren't one of the colors so it's sometimes hard to read. This is happen with the all skins including the MXM Tivo one.

And then there's this. I'm just want to see the test button do anything.
I renamed the CtrlID's to start at 1 - 8 with the Test button being 1. However nothing happens.

OnEvent EventHandler
LoadDialogFromFile MyDialog $ActualPath$\Scripts\TestDialog.xml
ExecuteUIOBject MyDialog
QUIT
:EventHandler
SWITCH %UITriggerID%
CASE 1
MsgBox "You Clicked the Test Button"
ENDCASE
ENDSWITCH
RETURN
BenJeremy
Hmmmm... I thought I have it firing the CLICKED event, but it's possible it's not yet.

I'll check it out shortly.
flattspott
Okay then, so from what I have, it should have popped up the MsgBox when I clicked the Test button with CtrlID="1"?
BenJeremy
Well, it looks like a problem with SWITCH and a few other things. I'm tracing through right now.
flattspott
And what about the color issue?
BenJeremy
Color issue should be fixed now, the radio buttons are also fixed.


I just updated the WIP binaries. SWITCH should work, but play with it and let me know.
flattspott
Ok the Switch stuff does work now. The Static text color is fix but not for the edit boxes.

Now how do we determine if a check box is checked or not? Cause I'm gonna update my EntryMaker script to use the new UI and I"m gonna make so the user checks the options that want to include. Like if the Cover option is left unchecked then it wont bother asking for a name.
flattspott
Also about the checkbox, are they always checked by default?
Cause the radio buttons have <Selected>true</Selected> while the checkboxes do not.
BenJeremy
Well, I asked for good feedback from testers.... rolleyes.gif

Thanks, looks like I have to apply the same fixes to the checkbox and edit controls.

If I get time, I might have another release tomorrow night with a few more goodies. I just had a 40 minute phone conference (thankfully from home) with my Japanese team (the day job, that is) and I'll be going to work very early due to scheduling issues. Saturday, as you may know, is a "special day" and tomorrow I promised the family I'd take them out to eat. Needless to say, it will be hectic.

:::goes to fix issues right now:::
BenJeremy
Oh, and as a temporary fix on the edit color, just set a <Color> tag with a value.

I'm still looking at ways to feed the XML back. I may let you use a dialog as an XML handle (but not vice-versa)
flattspott
I tried <Color>Black</Color> but it didn't work, <Color>0xFF000000</Color> did though. smile.gif

Perhaps you could add that color tag to the radiobuttons and checkboxes too, just to make UI's more customizable.
flattspott
Something else I noticed;

I took your TestDialog.xml and added another Button to it. In the Simplicity Remix skin the Test and Exit buttons are black. However the 3rd button is transparent. I know this cause I misplaced it and it ended up overlapping the Exit button but I could still see the exit button under it.
BenJeremy
QUOTE (flattspott @ Feb 12 2004, 08:10 PM)
I tried <Color>Black</Color> but it didn't work, <Color>0xFF000000</Color> did though. smile.gif

Perhaps you could add that color tag to the radiobuttons and checkboxes too, just to make UI's more customizable.

I added those as "nameable color fields" - so when I do another update (maybe tonight, even), you'll be able to do that.

Basically, instead of reading it as a number, it will read it as a string, then check the color names before resorting to a numeric. Thanks for reminding me to use that method.
BenJeremy
Ok... not only fixed, but I threw a new twist in the "WIP" update I just uploaded.


You should be able to use the XML access routines with a SystemUI object handle. You can't save or open, but the others should work.
BenJeremy
Doh.... yet another update has been uploaded just minutes ago. The XML stuff had an issue (XML loaded from file deleted the node before you can access it)

Works nice now, I tested it wink.gif
flattspott
Neato, you did fix all the color problems, the internal test script problem. And made it so the TestDialog actually does something. For users to sample from.
-------------

Since you said there's no dialog XML saving. I was thinking about doing this.
It's for the new version of my EntryMaker script. I'll make a dialog xml with all the values checked by default. This one will be created in memory from the actionscript. Then when the user unchecks whichever one and does there thing, I'll have the actionscript save the a dialog xml file with all the current checkbox values out to a real xml file.

Then I'll have the script do a check to see if there's a real xml dialog or not. The real one being the one with the user defined values. Otherwise it will load the default one into memory.

What do you think?
BenJeremy
There's an event when the dialog is removed. At that point, you should save the data to wherever you need to.

I may add some stuff to copy data between XML objects.

I also will be adding "modeless" - no event handler, the app will do that manually by peeking and getting from the UI Event Queue. This will primarily be used by Progress dialogs so ActionScripts can update the bar as it proceeds.

I'll also be adding timer events to dialogs and a "reconfigure" so you can dynamically change dialogs on the fly in the event handler (some of this will be done automatically when you update the XML through XMLSetValue, for example).


Anyway, I just stopped in, and I'm back out in a few for a family night out - catch you all later.
geniusalz
Is it possible to not have to recreate the dialog whenever anything (e.g. checkbox, radio button) is clicked?
BenJeremy
QUOTE (geniusalz @ Feb 13 2004, 11:22 PM)
Is it possible to not have to recreate the dialog whenever anything (e.g. checkbox, radio button) is clicked?

??

I don't understand.

The dialog, when created, saves a pointer to the XML node (which is why it must "live" for the duration of the dialog). At that point, if I force it to "reconfigure" it will re-read the node for the setup parameters. If you changed anything (and somehow force the reconfigure), the changes will be reflected in the dialog.

For this purpose, I'll have a "RefreshDialog" command, and some commands will also force the reconfiguration (XMLSetValue probably should, since any changes to the XML may likely be reflected in the display). The script won't have to do much.

So you'll create the dialog once. You only need to update the dialog's configuration when something changes. What you see on the screen now doesn't even do this.... checkboxes toggle without the need to even refresh the configuration - however, if you needed to set another control to unchecked, for example, because some control was clicked, you'd need to refresh things, since it's not "automatic"

(I hope that made sense.)
flattspott
Okay BJ, I got my Checkboxes lined up and center, Still working on the buttons.

Aside from that the white selection box that tells which control you on is messed up. At least for me. In your testdialog it works fine, yet when I make one it gets all screwed up.

As an example, i'f you were looking at yours. The selection box would start around the test button, then when you moved it down to the exit button it would double in height so it appears to be selecting both the Test and Exit buttons when it only triggers the Exit button like it should. I have 7 CheckBoxes on mine so far and the selection box gets crazy.

Like I said though it doesn't happen when you use your TestDialog without any modifications.
flattspott
Here's mine

CODE

<EntryMaker-UI>
  <Pos L="84" T="61" W="467" H="368"/>

  <Control Type="Button" CtrlID="1">
     <Rect L="15" T="85" B="240" R="200" />
     <Text>Help</Text>
  </Control>
  <Control Type="Button" CtrlID="2">
     <Rect L="15" T="95" B="270" R="200" />
     <Text>Save</Text>
  </Control>
  <Control Type="Button" CtrlID="3">
     <Rect L="15" T="105" B="300" R="200" />
      <Text>Make</Text>
  </Control>
  <Control Type="Button" CtrlID="4">
     <Rect L="15" T="115" B="330" R="200" />
     <Text>Exit</Text>
     <ExitCode>1</ExitCode>
  </Control>

  <Control Type="CheckBox" CtrlID="5">
     <Rect L="15" T="15" B="30" R="200" />
     <Text>Title</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="6">
     <Rect L="15" T="25" B="60" R="200" />
     <Text>Descr</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="7">
     <Rect L="15" T="35" B="90" R="200" />
     <Text>Media</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="8">
     <Rect L="15" T="45" B="120" R="200" />
     <Text>Thumb</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="9">
     <Rect L="15" T="55" B="150" R="200" />
     <Text>Cover</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="10">
     <Rect L="15" T="65" B="180" R="200" />
     <Text>XBE</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="11">
     <Rect L="15" T="75" B="210" R="200" />
     <Text>Pass</Text>
  </Control>

</EntryMaker-UI>
flattspott
QUOTE
however, if you needed to set another control to unchecked, for example, because some control was clicked, you'd need to refresh things, since it's not "automatic"


I think I understand. Under normal conditions you don't need to worry about it. But (EntryMaker examle again) rolleyes.gif if you want to have to radiobuttons become visible after checking a checkbox and visa-versa, then you'd need to worry about the refresh stuff.

While I'm at it. How about a GOTO LABEL1 OnFail GOTO LABEL2 for actionscripts?
BenJeremy
QUOTE (flattspott @ Feb 14 2004, 12:10 AM)
QUOTE
however, if you needed to set another control to unchecked, for example, because some control was clicked, you'd need to refresh things, since it's not "automatic"


I think I understand. Under normal conditions you don't need to worry about it. But (EntryMaker examle again) rolleyes.gif if you want to have to radiobuttons become visible after checking a checkbox and visa-versa, then you'd need to worry about the refresh stuff.

While I'm at it. How about a GOTO LABEL1 OnFail GOTO LABEL2 for actionscripts?

Thee's ONERROR and ONTHISERROR support, but it's only rough at the moment. I've got to add fatal error support to it.

As for your control definitions, what's going on here:

CODE

 <Control Type="Button" CtrlID="1">
    <Rect L="15" T="85" B="240" R="200" />
    <Text>Help</Text>
 </Control>
 <Control Type="Button" CtrlID="2">
    <Rect L="15" T="95" B="270" R="200" />
    <Text>Save</Text>
 </Control>
 <Control Type="Button" CtrlID="3">
    <Rect L="15" T="105" B="300" R="200" />
     <Text>Make</Text>
 </Control>
 <Control Type="Button" CtrlID="4">
    <Rect L="15" T="115" B="330" R="200" />
    <Text>Exit</Text>
    <ExitCode>1</ExitCode>
 </Control>


??? Top=85 Bottom=240???? That's a pretty tall button. Generall, give 25 or so pixels to the height, so you end up with B="85" T="110" - all of those buttons should look messed up. wink.gif

Remember "t" is the top, "b" is bottom, "l" is left, "r" is right, all relative to t0,0 being the top left corner of the dialog. The focus rectangle is positioned as a border two pixels OUTSIDE of the control's rectangle, so allow for this as well (only matters for controls that accept input)
flattspott
Ok, I'l try that, but I'm still confused. Are B and R in relation to the T and L of the dialog form or the T and L of the of control itself.

Cause the way I got those numbers is I used mxm skinner and put the main part of the dialog how I wanted it. Noting the position. Then I moved it to 0, 0 and then put the buttons on it.
BenJeremy

I hope this makes it clear enough...


user posted image

The Top, Left, Bottom and Right of the control "Rect" is in relation to the dialog itself, not the screen. In the above example, control "100" has it's Top Left corner at Screen position X=40 Y=80 and the Bottom Right corner at X=130 and Y=100 if the screen. The controls do not use the screen location, though.
geniusalz
Does the dialog remain on the screen while events are being handled? I thought it disappeared each time anything happened, but I think that's because the test script in the first WIP with dialogs didn't have a proper handler. What I was referring to, is the ability for the dialog to stay on screen while the eventhandler fires. The dialog should be 'destroyed' explicitly from the script, in some eventhandler.

But I haven't played with the latest WIP, so I guess I shouldn't be speaking.
BenJeremy
QUOTE (geniusalz @ Feb 14 2004, 04:48 PM)
Does the dialog remain on the screen while events are being handled? I thought it disappeared each time anything happened, but I think that's because the test script in the first WIP with dialogs didn't have a proper handler. What I was referring to, is the ability for the dialog to stay on screen while the eventhandler fires. The dialog should be 'destroyed' explicitly from the script, in some eventhandler.

But I haven't played with the latest WIP, so I guess I shouldn't be speaking.

The dialog remains, .....UNLESS..... you execute another UI object, as only one is displayed at a time (the "current" dialog, menu or ActionDraw list). I may change this before the release, if it's not too much hassle (i.e. the performance is acceptable). I do admit, it's a bit disconcerting.

I have to admit, though I've done a little work, I spent a little time last night and today playing with a new toy.... an Archos 20GB MP3 Player, the FM Recorder. MediaPlay in my area had several units for 50% off ($134 out the door). There's open source software called "RockBox" to drive it, and it records voice, line in, and from FM radio; it also acts as a USB2.0 HD, meaning I can transport a great deal of data around. I already carry around MXM on a memory key wink.gif This thing is pretty slick, and the best deal I've seen on something like this was $130 **AFTER** a $50 rebate from Amazon.com for one of the "lesser" models.

Anyway, I have had time to mess with MXM (even on Valentines day), and I will probably post something tonight to make Dialogs a bit cleaner and more useful. Some of the modeless mechanism stuff is in. Maybe I'll whip out the progress control when I get a chance.
flattspott
Finally got the buttons right. Based on your pic, this is what i did. (using MXMSkinner)

I put my dialog box in the center at the size I wanted it to be.
Then I used those coordinates for the dialog position.
Next I moved the box to x0 and y0, that way whatever controls I put on it would be in inrelation to the Dialog and not the screen. I was just using boxes as place holders to get the coordinates.
Then I had 2 other boxes that I used to get the distances for T,L,B and R. I'd place the first one a x0 and stretch it till it hit the left side of the box. The width of that box was the L for control. Then I stretched it a bit more until it it hit the right side of the control. The new width was the R for the control.
I went through a similar process for the T and L.

But now I know how it works.


Update

I got all 13 controls right were I want them and without selectionbox problems. smile.gif

I noticed that you can't use <Enabled>False</Enabled> <Visible>False</Visible>
yet. Also how does the selection box dtermine the start control when the dialog first comes up? Is the first control defined in the XML?
flattspott
Okay, this is a real problem and it's not an error on my part this time. If you type a long sting into the editbox it will spill over past the right edge og the editbox and past the right edge of the dialog too.
BenJeremy
QUOTE (flattspott @ Feb 14 2004, 06:44 PM)
Okay, this is a real problem and it's not an error on my part this time. If you type a long sting into the editbox it will spill over past the right edge og the editbox and past the right edge of the dialog too.

Yes, it will.

I'm still working on those issues (unconstrained text, visible and enable).

I might fix some before I update later.
flattspott
Okay then.

BTW, I just emailed you my skins smile.gif
geniusalz
Skins? Where? how come I don't get to see them mad.gif
flattspott
Heh, they're not all that super. They're no resource skins, kinda like the simplicity ones. Colored in RoboBlue, RoboSilver, RoboOcean etc . 9 total colors in all
geniusalz
like mxSilver on AXS?
flattspott
Hey geniusalz, you were talking about the dialog disappearing when an event is triggered. What, you haven't tried to mess with a dialog yet? Cause I know they disappear for message boxes, havent tried any behind the scenes stuff yet. You click on a button that triggers a MsgBox, the dialog disappears, the MsgBox shows up, then you press a button to get rid of the MsgBox and the dialog comes back.
flattspott
QUOTE
like mxSilver on AXS?


You cheater!

But yeah, I don't know what I was thinking when I posted it. It was unfinished, and had a wip name.
geniusalz
Nah, still can't play around with it (bro's hooked on KOTOR)
flattspott
Damn, I bet that sucks.


Well BenJeremy you said (and I qoute)
QUOTE
The value following a CASE can be anything, even text.


This was from the System UI Screenshot post. Now what I tried to do was make my dialog even simpler by name CtrlID to text and not numbers.

Like CrtlID="Exit"

and then for the case I had

CASE Exit

But nothing happened though. So is this because the CtrlID has to be numeric?
geniusalz
Yeah, I heard BJ say IDs have to be numeric (atleast for now)
BenJeremy
QUOTE (geniusalz @ Feb 14 2004, 11:08 PM)
Yeah, I heard BJ say IDs have to be numeric (atleast for now)

Yes, that won't change, simply because they are used as TriggerIDs for events, which have to be numeric parameters.

It would be nice to find an easy way to determine the node, rather than the way I do it in my example, which is by "place" in the dialog.

I'm prepping an update right now. Dialogs can have a timer now, and there's a tested example in the internal.xml (combined with a new TestDialog.xml file)
geniusalz
Just to let you know: In an editbox, the cursor jumps to the 'end' every second. (timer)

*goes off to write a dialog maker
BenJeremy
QUOTE (geniusalz @ Feb 15 2004, 03:15 AM)
Just to let you know: In an editbox, the cursor jumps to the 'end' every second. (timer)

*goes off to write a dialog maker

Doh..... OK. I'll have to fix that. It's actually the fault of the update caused by the timer event setting values in the dialogs.
BenJeremy
OK. I'ts fixed int he binaries I just uploaded (or should be.... I didn't test it)
flattspott
Here's another problem WIP 1168

Now when you try to type in the editboxes the Original text from the XML keeps popping back into to. IE, in the first one, if you go to delete the text it comes right back a second later.
BenJeremy
QUOTE (flattspott @ Feb 15 2004, 05:47 PM)
Here's another problem WIP 1168

Now when you try to type in the editboxes the Original text from the XML keeps popping back into to. IE, in the first one, if you go to delete the text it comes right back a second later.

OK, it's not setting the text in the XML. I'll have to fix that.

I was fixing overdraw just now...
flattspott
Got another problem for you BJ.

This one is about checkbox value

In my dialog I have 7 CheckBox control.
I also have a save button control.

This is the code in the XAS file for the save button
CODE
CASE 11
'Save
XMLGetValue EntryMakerDLG IsChecked1 !.Control:1.Selected
XMLGetValue EntryMakerDLG IsChecked2 !.Control:2.Selected
XMLGetValue EntryMakerDLG IsChecked3 !.Control:3.Selected
XMLGetValue EntryMakerDLG IsChecked4 !.Control:4.Selected
XMLGetValue EntryMakerDLG IsChecked5 !.Control:5.Selected
XMLGetValue EntryMakerDLG IsChecked6 !.Control:6.Selected
XMLGetValue EntryMakerDLG IsChecked7 !.Control:7.Selected
XMLCreate EntryXML Config
XMLSetValue EntryXML !.CheckBoxes.Title %IsChecked1%
XMLSetValue EntryXML !.CheckBoxes.Description %IsChecked2%
XMLSetValue EntryXML !.CheckBoxes.Media %IsChecked3%
XMLSetValue EntryXML !.CheckBoxes.Thumbnail %IsChecked4%
XMLSetValue EntryXML !.CheckBoxes.Cover %IsChecked5%
XMLSetValue EntryXML !.CheckBoxes.XBE %IsChecked6%
XMLSetValue EntryXML !.CheckBoxes.Passcode %IsChecked7%
XMLSave EntryXML Z:\EnMaTest.xml
XMLClose
ENDCASE


This is the results when nothing checked
CODE
<config>
<checkboxes>
<title></title>
<description></description>
<media></media>
<thumbnail></thumbnail>
<cover></cover>
<xbe></xbe>
<passcode>True</passcode>
</checkboxes>
</config>


This is the results with everything checked
CODE
<config>
<checkboxes>
<title>true</title>
<description>true</description>
<media>true</media>
<thumbnail>true</thumbnail>
<cover>true</cover>
<xbe>true</xbe>
<passcode>True</passcode>
</checkboxes>
</config>


And the results with everyother one checked
CODE
<config>
<checkboxes>
<title>true</title>
<description></description>
<media>true</media>
<thumbnail>false</thumbnail>
<cover>true</cover>
<xbe>false</xbe>
<passcode>True</passcode>
</checkboxes>
</config>


The 7th checkbox is alway coming up true with a capital T. Any other true values are lowercase. And as you can see there seems to be an issue when the checkbox is false cause sometimes the value is false and others it blank.
BenJeremy
QUOTE (flattspott @ Feb 15 2004, 06:51 PM)
Got another problem for you BJ.

This one is about checkbox value

In my dialog I have 7 CheckBox control.
I also have a save button control.

This is the code in the XAS file for the save button
CODE
CASE 11
'Save
XMLGetValue EntryMakerDLG IsChecked1 !.Control:1.Selected
XMLGetValue EntryMakerDLG IsChecked2 !.Control:2.Selected
XMLGetValue EntryMakerDLG IsChecked3 !.Control:3.Selected
XMLGetValue EntryMakerDLG IsChecked4 !.Control:4.Selected
XMLGetValue EntryMakerDLG IsChecked5 !.Control:5.Selected
XMLGetValue EntryMakerDLG IsChecked6 !.Control:6.Selected
XMLGetValue EntryMakerDLG IsChecked7 !.Control:7.Selected
XMLCreate EntryXML Config
XMLSetValue EntryXML !.CheckBoxes.Title %IsChecked1%
XMLSetValue EntryXML !.CheckBoxes.Description %IsChecked2%
XMLSetValue EntryXML !.CheckBoxes.Media %IsChecked3%
XMLSetValue EntryXML !.CheckBoxes.Thumbnail %IsChecked4%
XMLSetValue EntryXML !.CheckBoxes.Cover %IsChecked5%
XMLSetValue EntryXML !.CheckBoxes.XBE %IsChecked6%
XMLSetValue EntryXML !.CheckBoxes.Passcode %IsChecked7%
XMLSave EntryXML Z:\EnMaTest.xml
XMLClose
ENDCASE


This is the results when nothing checked
CODE
<config>
<checkboxes>
<title></title>
<description></description>
<media></media>
<thumbnail></thumbnail>
<cover></cover>
<xbe></xbe>
<passcode>True</passcode>
</checkboxes>
</config>


This is the results with everything checked
CODE
<config>
<checkboxes>
<title>true</title>
<description>true</description>
<media>true</media>
<thumbnail>true</thumbnail>
<cover>true</cover>
<xbe>true</xbe>
<passcode>True</passcode>
</checkboxes>
</config>


And the results with everyother one checked
CODE
<config>
<checkboxes>
<title>true</title>
<description></description>
<media>true</media>
<thumbnail>false</thumbnail>
<cover>true</cover>
<xbe>false</xbe>
<passcode>True</passcode>
</checkboxes>
</config>


The 7th checkbox is alway coming up true with a capital T. Any other true values are lowercase. And as you can see there seems to be an issue when the checkbox is false cause sometimes the value is false and others it blank.

What does your Dialog XML look like?
flattspott
CODE
<EntryMaker-UI>
  <Pos L="84" T="61" W="467" H="368"/>

  <Control Type="CheckBox" CtrlID="1">
     <Rect L="13" T="16" B="35" R="162" />
     <Text>Title</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="2">
     <Rect L="13" T="48" B="67" R="162" />
     <Text>Description</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="3">
     <Rect L="13" T="80" B="99" R="162" />
     <Text>Media</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="4">
     <Rect L="13" T="112" B="131" R="162" />
     <Text>Thumbnail</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="5">
     <Rect L="13" T="144" B="163" R="162" />
     <Text>Cover</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="6">
     <Rect L="13" T="176" B="195" R="162" />
     <Text>XBE file</Text>
  </Control>
  <Control Type="CheckBox" CtrlID="7">
     <Rect L="13" T="208" B="227" R="162" />
     <Text>Passcode</Text>
  </Control>

  <Control Type="RadioButton" CtrlID="8">
     <Rect L="13" T="239" B="257" R="87" />
     <Text>Text</Text>
     <Selected>True</Selected>
     <Group>1</Group>
  </Control>
  <Control Type="RadioButton" CtrlID="9">
     <Rect L="98" T="239" B="257" R="172" />
     <Text>MD5</Text>
     <Group>1</Group>
  </Control>

  <Control Type="Button" CtrlID="10">
     <Rect L="76" T="338" B="361" R="169" />
     <Text>Help</Text>
     <Enabled>False</Enabled>
     <Visible>False</Visible>
  </Control>
  <Control Type="Button" CtrlID="11">
     <Rect L="174" T="338" B="361" R="266" />
     <Text>Save</Text>
  </Control>
  <Control Type="Button" CtrlID="12">
     <Rect L="271" T="338" B="361" R="363" />
      <Text>Make</Text>
  </Control>
  <Control Type="Button" CtrlID="13">
     <Rect L="368" T="338" B="361" R="460" />
     <Text>Exit</Text>
     <ExitCode>1</ExitCode>
  </Control>

  <Control Type="EditBoxSingle" CtrlID="14">
     <Rect L="177" T="16" B="36" R="451" />
     <Value></Value>
  </Control>
  <Control Type="EditBoxSingle" CtrlID="15">
     <Rect L="177" T="48" B="68" R="451" />
     <Value></Value>
  </Control>
  <Control Type="EditBoxSingle" CtrlID="16">
     <Rect L="177" T="80" B="100" R="451" />
     <Value></Value>
  </Control>
  <Control Type="EditBoxSingle" CtrlID="17">
     <Rect L="177" T="112" B="132" R="451" />
     <Value></Value>
  </Control>
  <Control Type="EditBoxSingle" CtrlID="18">
     <Rect L="177" T="144" B="163" R="451" />
     <Value></Value>
  </Control>
  <Control Type="EditBoxSingle" CtrlID="19">
     <Rect L="177" T="176" B="196" R="451" />
     <Value></Value>
  </Control>
  <Control Type="EditBoxSingle" CtrlID="20">
     <Rect L="177" T="209" B="229" R="451" />
     <Value></Value>
  </Control>

  <Control Type="Text" CtrlID="999">
     <Rect L="30" T="282" B="311" R="408" />
     <Text>Entry Maker</Text>
  </Control>

</EntryMaker-UI>


BenJeremy
OK, that's EASY. biggrin.gif

Remember, identically named nodes in XML are "numbered" from 0, not 1.

The control you THINK is at 7 is actually the 8th control in the dialog XML. Start your controls at 0 and go through 6.


If you want to ID your controls in a manner that makes it easy to remember, start the numbering at 100, then your node index will be the CtrlID-100
flattspott
Damn, I can't believe I didn't catch that one myself. Sorry for complaining
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